glslang/Test/baseResults/aggOps.frag.out
John Kessenich fc51d284aa Backward incompatible: Turn on PureOperatorBuiltins: use only enum-based built-in functions in the AST.
If this breaks your AST consumer, best is to modify it to test
against the enum values instead of doing string comparisons on
built-in function names.  This is the reason the change was made.

If you need the old behavior, you should be able to get it back by changing
PureOperatorBuiltins to be false instead of true.  This path will work for
a while, but is marked deprecated.

Also, the old behavior is tagged as release 2.4.
2015-08-19 13:43:25 -06:00

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aggOps.frag
WARNING: 0:4: varying deprecated in version 130; may be removed in future release
WARNING: 0:6: varying deprecated in version 130; may be removed in future release
Shader version: 130
0:? Sequence
0:23 Function Definition: main( (global void)
0:23 Function Parameters:
0:? Sequence
0:27 move second child to first child (temp 3-element array of structure{global int i, global float f})
0:27 'a' (temp 3-element array of structure{global int i, global float f})
0:27 Construct structure (temp 3-element array of structure{global int i, global float f})
0:27 Construct structure (temp structure{global int i, global float f})
0:27 Convert float to int (temp int)
0:27 direct index (temp float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 0 (const int)
0:27 direct index (temp float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 1 (const int)
0:27 Construct structure (temp structure{global int i, global float f})
0:27 Convert float to int (temp int)
0:27 direct index (temp float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 2 (const int)
0:27 direct index (temp float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 3 (const int)
0:27 Constant:
0:27 14 (const int)
0:27 14.000000
0:28 move second child to first child (temp 3-element array of structure{global int i, global float f})
0:28 'b' (temp 3-element array of structure{global int i, global float f})
0:28 Construct structure (temp 3-element array of structure{global int i, global float f})
0:28 Constant:
0:28 17 (const int)
0:28 17.000000
0:28 Construct structure (temp structure{global int i, global float f})
0:28 Convert float to int (temp int)
0:28 direct index (temp float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 0 (const int)
0:28 direct index (temp float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 1 (const int)
0:28 Construct structure (temp structure{global int i, global float f})
0:28 Convert float to int (temp int)
0:28 direct index (temp float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 2 (const int)
0:28 direct index (temp float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 3 (const int)
0:30 Test condition and select (temp void)
0:30 Condition
0:30 Compare Equal (temp bool)
0:30 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})
0:30 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})
0:30 true case
0:31 move second child to first child (temp 4-component vector of float)
0:31 'v' (temp 4-component vector of float)
0:31 texture (global 4-component vector of float)
0:31 'sampler' (uniform sampler2D)
0:31 'coord' (smooth in 2-component vector of float)
0:30 false case
0:33 move second child to first child (temp 4-component vector of float)
0:33 'v' (temp 4-component vector of float)
0:33 texture (global 4-component vector of float)
0:33 'sampler' (uniform sampler2D)
0:33 vector-scale (temp 2-component vector of float)
0:33 Constant:
0:33 2.000000
0:33 'coord' (smooth in 2-component vector of float)
0:35 Test condition and select (temp void)
0:35 Condition
0:35 Compare Equal (temp bool)
0:35 'u' (smooth in 4-component vector of float)
0:35 'v' (temp 4-component vector of float)
0:35 true case
0:36 vector scale second child into first child (temp 4-component vector of float)
0:36 'v' (temp 4-component vector of float)
0:36 Constant:
0:36 3.000000
0:38 Test condition and select (temp void)
0:38 Condition
0:38 Compare Not Equal (temp bool)
0:38 'u' (smooth in 4-component vector of float)
0:38 'v' (temp 4-component vector of float)
0:38 true case
0:39 vector scale second child into first child (temp 4-component vector of float)
0:39 'v' (temp 4-component vector of float)
0:39 Constant:
0:39 4.000000
0:41 Test condition and select (temp void)
0:41 Condition
0:41 Compare Equal (temp bool)
0:41 'coord' (smooth in 2-component vector of float)
0:41 vector swizzle (temp 2-component vector of float)
0:41 'v' (temp 4-component vector of float)
0:41 Sequence
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 3 (const int)
0:41 true case
0:42 vector scale second child into first child (temp 4-component vector of float)
0:42 'v' (temp 4-component vector of float)
0:42 Constant:
0:42 5.000000
0:44 Test condition and select (temp void)
0:44 Condition
0:44 Compare Equal (temp bool)
0:44 'a' (temp 3-element array of structure{global int i, global float f})
0:44 'b' (temp 3-element array of structure{global int i, global float f})
0:44 true case
0:45 vector scale second child into first child (temp 4-component vector of float)
0:45 'v' (temp 4-component vector of float)
0:45 Constant:
0:45 6.000000
0:47 Test condition and select (temp void)
0:47 Condition
0:47 Compare Not Equal (temp bool)
0:47 'a' (temp 3-element array of structure{global int i, global float f})
0:47 'b' (temp 3-element array of structure{global int i, global float f})
0:47 true case
0:48 vector scale second child into first child (temp 4-component vector of float)
0:48 'v' (temp 4-component vector of float)
0:48 Constant:
0:48 7.000000
0:50 move second child to first child (temp 4-component vector of float)
0:50 'gl_FragColor' (fragColor 4-component vector of float FragColor)
0:50 'v' (temp 4-component vector of float)
0:? Linker Objects
0:? 'sampler' (uniform sampler2D)
0:? 'coord' (smooth in 2-component vector of float)
0:? 'u' (smooth in 4-component vector of float)
0:? 'w' (smooth in 4-component vector of float)
0:? 'foo1' (uniform structure{global int i, global float f})
0:? 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})
0:? 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})
Linked fragment stage:
Shader version: 130
0:? Sequence
0:23 Function Definition: main( (global void)
0:23 Function Parameters:
0:? Sequence
0:27 move second child to first child (temp 3-element array of structure{global int i, global float f})
0:27 'a' (temp 3-element array of structure{global int i, global float f})
0:27 Construct structure (temp 3-element array of structure{global int i, global float f})
0:27 Construct structure (temp structure{global int i, global float f})
0:27 Convert float to int (temp int)
0:27 direct index (temp float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 0 (const int)
0:27 direct index (temp float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 1 (const int)
0:27 Construct structure (temp structure{global int i, global float f})
0:27 Convert float to int (temp int)
0:27 direct index (temp float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 2 (const int)
0:27 direct index (temp float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 3 (const int)
0:27 Constant:
0:27 14 (const int)
0:27 14.000000
0:28 move second child to first child (temp 3-element array of structure{global int i, global float f})
0:28 'b' (temp 3-element array of structure{global int i, global float f})
0:28 Construct structure (temp 3-element array of structure{global int i, global float f})
0:28 Constant:
0:28 17 (const int)
0:28 17.000000
0:28 Construct structure (temp structure{global int i, global float f})
0:28 Convert float to int (temp int)
0:28 direct index (temp float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 0 (const int)
0:28 direct index (temp float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 1 (const int)
0:28 Construct structure (temp structure{global int i, global float f})
0:28 Convert float to int (temp int)
0:28 direct index (temp float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 2 (const int)
0:28 direct index (temp float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 3 (const int)
0:30 Test condition and select (temp void)
0:30 Condition
0:30 Compare Equal (temp bool)
0:30 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})
0:30 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})
0:30 true case
0:31 move second child to first child (temp 4-component vector of float)
0:31 'v' (temp 4-component vector of float)
0:31 texture (global 4-component vector of float)
0:31 'sampler' (uniform sampler2D)
0:31 'coord' (smooth in 2-component vector of float)
0:30 false case
0:33 move second child to first child (temp 4-component vector of float)
0:33 'v' (temp 4-component vector of float)
0:33 texture (global 4-component vector of float)
0:33 'sampler' (uniform sampler2D)
0:33 vector-scale (temp 2-component vector of float)
0:33 Constant:
0:33 2.000000
0:33 'coord' (smooth in 2-component vector of float)
0:35 Test condition and select (temp void)
0:35 Condition
0:35 Compare Equal (temp bool)
0:35 'u' (smooth in 4-component vector of float)
0:35 'v' (temp 4-component vector of float)
0:35 true case
0:36 vector scale second child into first child (temp 4-component vector of float)
0:36 'v' (temp 4-component vector of float)
0:36 Constant:
0:36 3.000000
0:38 Test condition and select (temp void)
0:38 Condition
0:38 Compare Not Equal (temp bool)
0:38 'u' (smooth in 4-component vector of float)
0:38 'v' (temp 4-component vector of float)
0:38 true case
0:39 vector scale second child into first child (temp 4-component vector of float)
0:39 'v' (temp 4-component vector of float)
0:39 Constant:
0:39 4.000000
0:41 Test condition and select (temp void)
0:41 Condition
0:41 Compare Equal (temp bool)
0:41 'coord' (smooth in 2-component vector of float)
0:41 vector swizzle (temp 2-component vector of float)
0:41 'v' (temp 4-component vector of float)
0:41 Sequence
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 3 (const int)
0:41 true case
0:42 vector scale second child into first child (temp 4-component vector of float)
0:42 'v' (temp 4-component vector of float)
0:42 Constant:
0:42 5.000000
0:44 Test condition and select (temp void)
0:44 Condition
0:44 Compare Equal (temp bool)
0:44 'a' (temp 3-element array of structure{global int i, global float f})
0:44 'b' (temp 3-element array of structure{global int i, global float f})
0:44 true case
0:45 vector scale second child into first child (temp 4-component vector of float)
0:45 'v' (temp 4-component vector of float)
0:45 Constant:
0:45 6.000000
0:47 Test condition and select (temp void)
0:47 Condition
0:47 Compare Not Equal (temp bool)
0:47 'a' (temp 3-element array of structure{global int i, global float f})
0:47 'b' (temp 3-element array of structure{global int i, global float f})
0:47 true case
0:48 vector scale second child into first child (temp 4-component vector of float)
0:48 'v' (temp 4-component vector of float)
0:48 Constant:
0:48 7.000000
0:50 move second child to first child (temp 4-component vector of float)
0:50 'gl_FragColor' (fragColor 4-component vector of float FragColor)
0:50 'v' (temp 4-component vector of float)
0:? Linker Objects
0:? 'sampler' (uniform sampler2D)
0:? 'coord' (smooth in 2-component vector of float)
0:? 'u' (smooth in 4-component vector of float)
0:? 'w' (smooth in 4-component vector of float)
0:? 'foo1' (uniform structure{global int i, global float f})
0:? 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})
0:? 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})